Forced colour palettes for players

Daniel99j

Member
Hi, I have a small problem that I need help with.

I'm working on a four player game where there will only be one character (similar to Double Dragon) but I can't seem to get any way to set forced color palettes for each player. I mean I have a main character and 3 alternative color palettes for other players. Unfortunately, I cannot set them to be forced, similar to how it was in the original Beats of Rage game. Either I have two options - colorselect available or they are all in default palette 0. Is there anyone who can help me with this problem?

Thank you!
 
Hi, I have a small problem that I need help with.

I'm working on a four player game where there will only be one character (similar to Double Dragon) but I can't seem to get any way to set forced color palettes for each player. I mean I have a main character and 3 alternative color palettes for other players. Unfortunately, I cannot set them to be forced, similar to how it was in the original Beats of Rage game. Either I have two options - colorselect available or they are all in default palette 0. Is there anyone who can help me with this problem?

Thank you!

For some reason I'm not quite understanding your goal. Could you perhaps post a visual example?

DC
 
What he wants is to have each player index per different palette from a character. It's like the old BOR days, when player 1 had default palette and player 2 had alternate palette. For example, player 1 should go with its default palette. Player 2 should have one alternate palette number 1, as well as players 3 and 4 with respective alternate palettes (alternate pal 2 and 3).
 
Is there anyone who can help me with this problem?

I've read your question in Discord before but I couldn't answer it there. So I've answered it by posting the solution in one of these exhibitions:
The House and Boss Select. You should download any of them to see what I mean :).

Currently it's for 2 players. For 4 players you'd need to expand the script and alternate palettes for those.
The modification should be something like this:
Code:
hmap        1 3
alternatepal    data/chars/kula/map1.gif
alternatepal    data/chars/kula/map2.gif
alternatepal    data/chars/kula/map3.gif

anim    spawn
@script
  if(frame==1){
    void self = getlocalvar("self");  
    int PIndex = getentityproperty(self,"playerindex"); //Get player index

    if(PIndex==1){
      changeentityproperty(self, "map", 1);
    } else if(PIndex==2){
      changeentityproperty(self, "map", 2);
    } else if(PIndex==3){
      changeentityproperty(self, "map", 3);
    }
  }
@end_script
    delay    2
    offset    23 103
    frame    data/chars/kula/stand017.gif
    frame    data/chars/kula/stand017.gif

I'm going to expand this in the updated version of both exhibitions.
 
Yes, I wanted to make exactly what Maxman is talking about. Sorry if I explained it wrong. Thanks to Bloodbane, it has been made possible again! Thank you very much. 🙃
 
I've read your question in Discord before but I couldn't answer it there. So I've answered it by posting the solution in one of these exhibitions:
The House and Boss Select. You should download any of them to see what I mean :).

Currently it's for 2 players. For 4 players you'd need to expand the script and alternate palettes for those.
The modification should be something like this:
Code:
hmap        1 3
alternatepal    data/chars/kula/map1.gif
alternatepal    data/chars/kula/map2.gif
alternatepal    data/chars/kula/map3.gif

anim    spawn
@script
  if(frame==1){
    void self = getlocalvar("self"); 
    int PIndex = getentityproperty(self,"playerindex"); //Get player index

    if(PIndex==1){
      changeentityproperty(self, "map", 1);
    } else if(PIndex==2){
      changeentityproperty(self, "map", 2);
    } else if(PIndex==3){
      changeentityproperty(self, "map", 3);
    }
  }
@end_script
    delay    2
    offset    23 103
    frame    data/chars/kula/stand017.gif
    frame    data/chars/kula/stand017.gif

I'm going to expand this in the updated version of both exhibitions.
I just read the manual and the hmap is supposed to hide the palette from selection on char selection screen.
Somehow it is not working for me because I can still see these alternatepal palettes on the char selection screen.

Code:
hmap 2 5
palette            data/chars/players/pal/pal01.gif #0
alternatepal    data/chars/players/pal/pal02.gif #1
alternatepal    data/chars/players/pal/pal03.gif #2
alternatepal    data/chars/players/pal/pal04.gif #3
alternatepal    data/chars/players/pal/pal05.gif #4
alternatepal    data/chars/players/pal/pal06.gif #5

What's wrong with my code?
Thanks a lot
 
I just read the manual and the hmap is supposed to hide the palette from selection on char selection screen.
Somehow it is not working for me because I can still see these alternatepal palettes on the char selection screen.

Code:
hmap 2 5
palette            data/chars/players/pal/pal01.gif #0
alternatepal    data/chars/players/pal/pal02.gif #1
alternatepal    data/chars/players/pal/pal03.gif #2
alternatepal    data/chars/players/pal/pal04.gif #3
alternatepal    data/chars/players/pal/pal05.gif #4
alternatepal    data/chars/players/pal/pal06.gif #5

What's wrong with my code?
Thanks a lot

Palettes are 0 indexed.

DC
 
Palettes are 0 indexed.

DC
can you please explain how come this works, isn't 5 an indexed number?
Code:
changeentityproperty(self, "map", 5);
Sorry I am still new on this pal stuff....
So how do I hide the alternatepal colors from the char selection screen?
Thank you
 
can you please explain how come this works, isn't 5 an indexed number?
Code:
changeentityproperty(self, "map", 5);
Sorry I am still new on this pal stuff....
So how do I hide the alternatepal colors from the char selection screen?
Thank you

0 indexed is a universal concept, not an OpenBOR thing. It means simply, the indexes start at 0, not 1. The first item in a list is 0, the second is 1, and so on.

DC
 
0 indexed is a universal concept, not an OpenBOR thing. It means simply, the indexes start at 0, not 1. The first item in a list is 0, the second is 1, and so on.

DC
yes, I understood that. Lol I thought you meant something else.
Going back to my previous issues.
hmap 2 5 is supposed to hide the palettes from #2 to #5 as I list below:
Code:
palette         data/chars/players/pal/pal01.gif #0
alternatepal    data/chars/players/pal/pal02.gif #1
alternatepal    data/chars/players/pal/pal03.gif #2
alternatepal    data/chars/players/pal/pal04.gif #3
alternatepal    data/chars/players/pal/pal05.gif #4
alternatepal    data/chars/players/pal/pal06.gif #5
So why am still seeing palettes #2 to #5 in the char selection screen?

This is from the manual:
hmap {a} {b}
Hides entity's remap from being selected (in select screen for players). The remaps can still be used with other
features, like forcemap or script.
Hidden remaps are from ath remap to bth remap.
For example 'hmap 3 6', hides 3th, 4th, 5th and 6th remap.

Thank you
 
@Bruce this the Captain America header and it works, take a look:

palette data/chars/captain/classic.gif
alternatepal data/chars/captain/buck.gif
alternatepal data/chars/captain/cap-punisher.gif
alternatepal data/chars/captain/expatriated.gif
alternatepal data/chars/captain/nomad.gif
alternatepal data/chars/captain/captain.gif
alternatepal data/chars/captain/freeze.gif
alternatepal data/chars/captain/venon.gif
fmap 6
hmap 7 7
The map 6 is the freeze map, and the map 7 is the poisoned one, and you can't see it on the select map, as it is blocking the 7th map.
But remember the count starts at 0, so in fact its the 8th map you see there

To make it easier to understand, hmap will block a map index +1 (since starts at zero).
 
@Bruce this the Captain America header and it works, take a look:


The map 6 is the freeze map, and the map 7 is the poisoned one, and you can't see it on the select map, as it is blocking the 7th map.
But remember the count starts at 0, so in fact its the 8th map you see there

To make it easier to understand, hmap will block a map index +1 (since starts at zero).
I o not under why it is not working for me...
I had hmap 2 5 so it is supposed to block map 2, 3, 4, 5
but I can see of these palettes during the char selection screen.
How weird...
 
Which OpenBoR build were you using?
ehh, I just checked and the final fight LNS team has been using the old OpenBoR build...
most of my special effects that I was using their go_bys don't work with the new OpenBoR build.
The hmap does work with the new build.
Wow, this is going to suck because I have been adding alot of stuff to their old OpenBoR build already.
Their Arcade mode crashed with the new OpenBoR build...
 
You'd need to list incompatible effects and recreate them using newest build then.
There are a lot of stuff don't work with the new build. Level design is messed up, and the only level that works is the training mode. Even so, there are alot of stuff don't work right. After I finish the Raging Demon skill, I think I will just stop modifying this Final Fantasy LNS, start learning about level design, enemy entities, etc. to create my own game with the latest build. Do you know a good place where I could find 720p resolution enemies, stages, special effects, etc...?
Can you also recommend which templates are the good go_bys to focus on to create my own game? Of course, I will ask them for permission and give them credits.
My own game will include Final Fantasy Series, Devil May Cry, King of Fighters, Tekken, Street Fighters, Mortal Kombat, and others.
Thank you so much
 
Last edited:
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